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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.


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  1. EDIT: wrong post, sorry.
  2. Bump! We have just released the 0.2.3 version. We're bringing you some bug fixes and:[list] [*]an improved setup screen [*]an improved JavaScript framework [*]some UI improvements [*]...welcome back, tile sheet import wizard! [/list] Also, HTTP caching should now be properly set up for Ladybug, which, by the way, can now be reached at the following URL: [url="http://ladybug.canvace.com/"]http://ladybug.canvace.com/[/url]
  3. Bump! Version 0.2.1 is out! [img]http://public.gamedev.net//public/style_emoticons/default/rolleyes.gif[/img] New features in the development environment: [list] [*]ability to export and import stages, comprehensive of all the revisions; [*]simplified installation procedure, which now creates the configuration file by itself after the first launch, guiding the user through a next-next procedure. [/list] New features in the API: [list] [*]physics: [url="http://api.canvace.com/classes/Canvace.TileMap.html#method_rectangleCollision"]http://api.canvace.c...tangleCollision[/url] [*]pathfinding: [url="http://api.canvace.com/classes/Canvace.Astar.html"]http://api.canvace.c...vace.Astar.html[/url] [*]state machines: [url="http://api.canvace.com/classes/Canvace.StateMachine.html"]http://api.canvace.c...ateMachine.html[/url] [*]...and more. [/list] There's also a new little, interactive demo of the A* implementation: [url="http://www.canvace.com/demo/astar.html"]http://www.canvace.com/demo/astar.html[/url] (You can draw obstacles, then you can calculate the optimal route from the top-left square to the bottom-right square.)
  4. [quote name='Cornstalks' timestamp='1343488247' post='4963980'] @jmc-88: This looks like something I could really use. I started making an HTML5+Javascript game but moved to Flash, only to realize Flash wasn't much of an advancement. I am considering requesting to be in the Beta and porting my existing Javascript code to use Cavace, but I have one big question: Audio. I don't see any audio/music/sound classes/APIs in your [url="http://api.canvace.com/modules/Canvace.html"]docs[/url]. Does Canvace support audio? And does it support gapless looping of audio (currently the only way to gaplessly loop audio that I know of is to use the Web Audio API/Audio Data API (Chrome & Safari use Web Audio, Firefox uses Audio Data IIRC; I don't know how to gaplessly play audio in IE or Opera))? [/quote] Yes and no: audio support is still something we're working on. At the moment we provide some methods to automate the loading of the sound resources as HTMLAudioElements (check in the Canvace.Loader class, methods loadSounds and getSound), which is what HTML5 provides and is more equally supported across browsers than WebAudio/Audio Data. More generally speaking, audio support (and, specifically, gapless audio support) is still somewhat poor in most browsers: to overcome their limitations, you could try a hybrid HTML5/Flash solution like SoundManager 2 (http://www.schillmania.com/projects/soundmanager2), and I bet that one could be used together with our engine without any problem. As a side note, that demo is being developed with the upcoming 0.2.1 version of the engine and the API: if you're curious, you could as well check out its code until the new version is released.
  5. Another update! [img]http://public.gamedev.net//public/style_emoticons/default/cool.png[/img] With the artwork shown in the video, we created a little demo "game" - which is still WIP, so for now you just have a character wandering around in the map. We need to add some virtual buttons to the game area in case the user is running on a touchscreen device, for the rest it should work flawlessly everywhere. You can test it by visiting: [url="http://www.canvace.com/demo2/"]http://www.canvace.com/demo2/[/url] All feedback is appreciated. bye [img]http://public.gamedev.net//public/style_emoticons/default/wink.png[/img]
  6. Also, forgot to specify that the artwork you see in the video is going to be released with free usage permissions in the next release, together with some more artwork and demo stages.
  7. [quote name='Krohm' timestamp='1342423739' post='4959495'] I think having a full track of past resources would be too hefty. Since everything is tile-based, I suppose just blinking the changed tiles would be sufficient. Or perhaps some more generic marker for named points and other non-tile data. Something on this degree of complexity. [/quote] Hmm, yes, highlighting the affected areas might work. Thanks for the suggestion, we'll surely keep that in mind. ;) In the meanwhile, we realized another quick video where we "paint" a stage, from an empty canvas to a complete map, you can see it here: [media]http://youtu.be/Q-haBMqdnQ4[/media]
  8. Glad to see you like it! To answer your question: no, at the moment there's no visual diff available. If you really feel it's something that needs to be added, we'll definitely consider the idea. Could I ask you to elaborate a bit more on how would you use that feature?
  9. Hi! I'm here to announce the second beta release of Canvace ([url="http://www.canvace.com/"]http://www.canvace.com/[/url]), a development kit for 2D and 2.5D games based on HTML5. This is how the development environment looks like: [img]http://i40.tinypic.com/r0tvh4.png[/img] and these are some screenshots from a test stage created with Canvace ([url="http://www.canvace.com/demo/"]http://www.canvace.com/demo/[/url]): [img]http://i46.tinypic.com/mr4bqr.png[/img] The project currently contains two fundamental elements: a [b]development environment[/b] and a [b]JavaScript library[/b]. Let me list some of the features we offer:[list] [*]the development environment is itself a web application: one can install it on a local HTTP server, so that several people at once can access the same resources [*]not just isometric: users are free to choose a custom 3×3 projection matrix, thus being able to create orthogonal and much more [*]integrated versioning system: so you have a long-term history of the changes made to your stages [*]output in JSON format: for easier integration in your JavaScript code [*]excellent performance: so that your games can run decently even on less powerful devices, like some smartphones are. [/list] We'd love to receive your feedback: praises or curses, anything is welcome. We're open to all kind of feedback. [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] [hr] P.S.: to take a quick glance of what it looks like, you can also check out our first video tutorial: [media]http://youtu.be/YLix6o0gFgk[/media] We're planning to make more videos soon - stay tuned! ;)